v7.0
Rendering
Adds a Shader to a render tree created from the specified preset.
oReturn = CreateShaderFromPreset( [PresetObj], [Container], Name ); |
The new Shader object.
Parameter | Type | Description |
---|---|---|
PresetObj | String or a preset object (see SIGetPreset) | Shader preset to use
Default Value: The ArgumentHandler may be able to resolve this value. |
Container | SelectionList or Selection |
Default Value: If no argument is specified, the current selection is used. |
Name | String | Name for the new shader |
/* This example demonstrates how to use the CreateShaderFromPreset command. */ NewScene(null, false); CreatePrim("Sphere", "MeshSurface", null, null); // Create a new shader from a preset and nest it under the material CreateShaderFromPreset("Shaders\\Texture\\Image.Preset", "Sources.Materials.DefaultLib.Scene_Material", null); SIConnectShaderToCnxPoint("Sources.Materials.DefaultLib.Scene_Material.Image", "Sources.Materials.DefaultLib.Scene_Material.Phong.diffuse", false); CreateShaderCompound("Sources.Materials.DefaultLib.Scene_Material.Phong", null); // Create a new shader from a preset and nest it under the material CreateShaderFromPreset("Shaders\\Texture\\Fractal.Preset", "Sources.Materials.DefaultLib.Scene_Material.ShaderCompound", null); SIConnectShaderToCnxPoint("Sources.Materials.DefaultLib.Scene_Material.ShaderCompound.Fractal", "Sources.Materials.DefaultLib.Scene_Material.ShaderCompound.Phong.specular", false); |
CreateShaderFromCLSID CreateShaderFromProgID CreateShaderCompound CreateShadersFromMaterialPreset NestShaders UnnestShaders AddShaderCompoundPort RemoveShaderCompoundPort MoveShaderCompoundPort RenameShaderCompoundPort ExportShaderCompound ImportShaderCompound ExplodeShaderCompound SetShaderCompoundPropertiesEx GetShaderCompoundProperties EditShaderCompoundPPGLogic